static void SaveTileData(BinBuffer bb) { for (int y = 0; y < Main.maxTilesY; y++) { for (int x = 0; x < Main.maxTilesX; x++) { var p = new Point16(x, y); var t = Main.tile[x, y].type; var fl = TileDataEntryFlags.Finished; if (TileHooks.TileSpecificHandlers.ContainsKey(p)) { fl |= TileDataEntryFlags.Tile; } if (TileHooks.TypeSpecificHandlers.ContainsKey(t)) { fl |= TileDataEntryFlags.Type; } if (fl == TileDataEntryFlags.Finished) { continue; } bb.Write((byte)fl); bb.Write(p.X); bb.Write(p.Y); if ((fl & TileDataEntryFlags.Tile) != 0) { var bh = TileHooks.TileSpecificHandlers[p]; bh.Save(bb); } if ((fl & TileDataEntryFlags.Type) != 0) { var bh = TileHooks.TypeSpecificHandlers[t]; foreach (var b in bh.behaviours) { b.Position = p; } bh.Save(bb); } } } bb.Write(0); }
static void SaveNpcData(BinBuffer bb) { for (int i = 0; i < Main.npc.Length; i++) { var n = Main.npc[i]; if (n == null || !n.active || !n.townNPC || n.type == NPCID.TravellingMerchant) { continue; } bb.Write(true); if (n.P_BHandler == null) { bb.Write(0); // as length for the IOBHandler } else { var bh = n.P_BHandler as NpcBHandler; bh.Save(bb); } } //bb.Write(false); // don't write, loops can be unified in the Load method (only mod data is written) // blame red for the double loop. see Terraria.IO.WorldFile.SaveNPCs/LoadNPCs for (int i = 0; i < Main.npc.Length; i++) { var n = Main.npc[i]; if (n == null || !n.active || !NPCID.Sets.SavesAndLoads[n.type] || (n.townNPC && n.type != NPCID.TravellingMerchant)) { continue; } bb.Write(true); if (n.P_BHandler == null) { bb.Write(0); // as length for the IOBHandler } else { var bh = n.P_BHandler as NpcBHandler; bh.Save(bb); } } bb.Write(false); }
static void SaveChestItems(BinBuffer bb) { var chests = Main.chest.Where(c => c != null); bb.Write((short)chests.Count()); bb.WriteByte(Chest.maxItems); foreach (var c in chests) { SaveItemSlots(bb, c.item, Chest.maxItems, true, false); } }
public void WriteDictionary(BinBuffer bb) { unchecked { bb.WriteByte((ModID)Mods.Count); } foreach (var kvp in Mods) { bb.Write(kvp.Key); bb.Write(kvp.Value); } foreach (var kvp in ModObjects) { bb.Write(kvp.Key); var mod = kvp.Value; bb.Write(unchecked ((ObjID)mod.Count)); foreach (var kvp_ in mod) { bb.Write(kvp_.Key); bb.Write(kvp_.Value); } } }
static void SaveTileTypes(BinBuffer bb) { // don't write anything for now, custom tiles aren't implemented return; #pragma warning disable 162 var map = new ModIdMap(TileID.Count, or => new TileRef(or).Resolve().Type, id => new TileRef(id)); #pragma warning restore 162 int ot = 0; int amt = 0; bool once = true; int op = bb.Position; bb.Write(0); for (int y = 0; y < Main.maxTilesY; y++) { for (int x = 0; x < Main.maxTilesX; x++) { int t = Main.tile[x, y] == null || !Main.tile[x, y].active() ? 0 : Main.tile[x, y].type; if (once) { ot = t; bb.Write(map.Register(new TileRef(t))); once = false; continue; } if (t == ot && amt < UInt16.MaxValue) { amt++; } else { bb.Write((ushort)amt); // write the amount of successing tiles of the same type, // instead of the type over and over again, to save some space amt = 0; ot = t; bb.Write(map.Register(new TileRef(t))); } } } bb.Write((ushort)amt); var p = bb.Position; bb.Position = op; bb.Write(p - op); // dictionary offset bb.Position = p; map.WriteDictionary(bb); }
/// <summary> /// Save <paramref name="slots" /> items from <paramref name="inventory" /> to the <paramref name="bb" />. /// </summary> /// <param name="bb">The writer for storing data</param> /// <param name="inventory">The array of items</param> /// <param name="slots">The amount of items in the inventory to save</param> /// <param name="stack">Whether or not the stack size should be saved</param> /// <param name="favourited">Whether or not the favourited state should be saved</param> static void SaveItemSlots(BinBuffer bb, Item[] inventory, int slots, bool stack, bool favourited) { for (int i = 0; i < slots; i++) { if (inventory[i].type < ItemID.Count) { bb.Write(String.Empty); // write an empty string instead of 'Vanilla' } else { // Save basic item data ItemDef item = Handler.ItemDef.DefsByType[inventory[i].type]; bb.Write(item.Mod.InternalName); bb.Write(item.InternalName); // why, vanilla writes these already? // only type + mod data is needed imo (and prefix type (+ data?) later on) if (stack) { bb.Write(inventory[i].stack); } bb.WriteByte(inventory[i].prefix); if (favourited) { bb.Write(inventory[i].favorited); } } // Save Mod Data if (inventory[i].P_BHandler != null) { ItemBHandler handler = (ItemBHandler)inventory[i].P_BHandler; handler.Save(bb); } else { bb.Write(0); } } }
//TODO: make these faster (especially write) static void Write2DArray(BinBuffer bb, ModIdMap map, int xLen, int yLen, Func <int, int, bool> isEmpty, Func <int, int, int> getElemV, Func <int, int, ObjectRef> getElemM) { var ov = 0; var ot = ObjectRef.Null; bool isOV = true; int amt = 0; bool once = true; int dictOffsetPosition = bb.Position; bb.Write(0); // dictionary position for (int y = 0; y < yLen; y++) { for (int x = 0; x < xLen; x++) { var e = isEmpty(x, y); var v = e ? 0 : getElemV(x, y); var t = ObjectRef.Null; var isV = e || v > 0; if (!e && v == 0) { t = getElemM(x, y); isV = false; } if (once) { if (isV) { ov = v; } else { ot = t; } isOV = isV; bb.Write((uint)(isV ? map.Register(v) : map.Register(t))); once = false; } else if (isV == isOV && (isV ? v == ov : t == ot) && amt < UInt16.MaxValue) { amt++; } else { bb.Write((ushort)amt); // write the amount of successing elements of the same type, // instead of the type over and over again, to save some space amt = 0; // amt == 0 -> one element if (isV) { ov = v; } else { ot = t; } isOV = isV; bb.Write((uint)(isV ? map.Register(v) : map.Register(t))); } } } bb.Write((ushort)amt); // write final amt var afterData = bb.Position; bb.Position = dictOffsetPosition; bb.Write(afterData); // dictionary position bb.Position = afterData; map.WriteDictionary(bb); }
/// <summary> /// Save mod data to a .plr.prism file /// </summary> /// <param name="playerFile">The player being saved</param> internal static void SavePlayer(PlayerFileData playerFile) { string path = playerFile.Path; Player player = playerFile.Player; if (Main.ServerSideCharacter || String.IsNullOrEmpty(path)) { return; } path += ".prism"; if (File.Exists(path)) { File.Copy(path, playerFile.Path + ".bak.prism", true); } using (FileStream fileStream = new FileStream(path, FileMode.Create)) { fileStream.WriteByte(PLAYER_VERSION); // write this before doing the crypto stuff, so we can change it between versions // can't we just get rid of this? using (CryptoStream cryptoStream = new CryptoStream(fileStream, new RijndaelManaged() /*{ Padding = PaddingMode.None }*/.CreateEncryptor(GenerateKey(player.name), ENCRYPTION_KEY), CryptoStreamMode.Write)) using (BinBuffer bb = new BinBuffer(cryptoStream)) { #region Player Data if (player.P_BHandler != null) { var bh = (PlayerBHandler)player.P_BHandler; bh.Save(bb); } else { bb.Write(0); } #endregion Player Data #region Item Data SaveItemSlots(bb, player.armor, player.armor.Length, false, false); SaveItemSlots(bb, player.dye, player.dye.Length, false, false); SaveItemSlots(bb, player.inventory, Main.maxInventory, true, true); SaveItemSlots(bb, player.miscEquips, player.miscEquips.Length, false, false); SaveItemSlots(bb, player.bank.item, Chest.maxItems, true, false); SaveItemSlots(bb, player.bank2.item, Chest.maxItems, true, false); #endregion Item Data #region Buff Data for (int i = 0; i < Player.maxBuffs; i++) { if (Main.buffNoSave[player.buffType[i]] || player.buffType[i] < BuffID.Count || player.buffTime[i] <= 0) { bb.Write(String.Empty); } else { var buff = Handler.BuffDef.DefsByType[player.buffType[i]]; bb.Write(buff.Mod.InternalName); bb.Write(buff.InternalName); bb.Write(player.buffTime[i]); } if (player.P_BuffBHandler[i] != null) { var bh = (BuffBHandler)player.P_BuffBHandler[i]; bh.Save(bb); } else { bb.Write(0); } } #endregion Buff Data } } }